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Commands are advanced functions activated by typing certain strings of text.

Contents

[edit] Usage

In a regular Minecraft client or the stand alone client, commands are entered via Minecraft's chat window, which is displayed by pressing the T key (default) or / key. Using the / key will also enter the forward slash that commands require as a prefix, so it is a useful shortcut. Pressing Tab ↹ while entering commands cycles through possible commands or arguments.

Commands may also be entered in a multiplayer server's console, but are not preceded by a / when entered this way. Commands in command blocks can be preceded by a slash, but it is not required. Commands in a command block may also require an optional argument, usually a player's username.

The majority of commands are only available in the following situations:

  • In a Minecraft multiplayer server game, entered by an operator or command block.
  • In other multiplayer games, entered by the player who opened a LAN game with cheats enabled, or is hosting their own multiplayer server
  • In singleplayer, if cheats were enabled at world creation (via the "More World Options..." button).

Some player commands are also available in singleplayer even when cheats are not enabled.

Note: In singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc -> "Open to LAN", then "Allow Cheats" button and "Start LAN World"). You do not actually need to be on a LAN or have others join. This is not permanent, but will allow the use of commands until you quit the world, and changes you make via commands (items spawned, etc.) will be saved with the world. You can do this each time you start playing the world again. Note that this will disable game pausing for the duration, so while open to LAN, you should get somewhere safe or reload your world before using the Game Menu. Remember that you can disable your LAN world by reloading the world

[edit] Target selectors

In most commands where a player may be specified as an argument, it is possible to "target" one or more players satisfying certain conditions instead of specifying players by name. To target players by condition, choose a target selector variable and, optionally, one or more target selector arguments to modify the conditions to be satisfied.

For example, to change the game mode of all players on team Red to creative mode, instead of specifying them by name, you might write:

/gamemode creative @a[team=Red]

[edit] Target selector variables

Summary of target selector variables
Variable Function
@p nearest player
@r random player
@a all players
Upcoming
@e all entities

A target selector variable identifies the broad category of targets to select. There are three variables:

@p
Target the nearest player.
@r
Target a random player.
@a
Target all players.

Target selector variables can be used by themselves, or can be further modified with target selector arguments.

The following target selector variable has appeared in development versions but has not yet been released in a full version:

@e
Target all entities (including players).

[edit] Target selector arguments

Summary of target selector arguments
Argument(s) Selection criteria
x, y, z coordinate
r, rm radius (max, min)
m game mode
c count
l, lm experience (max, min)
score_name max score
score_name_min min score
team team name
name player name
Upcoming
dx, dy, dz volume dimensions
rx, rxm vertical rotation (max, min)
ry, rym horizontal rotation (max, min)
type entity type

After using a target selector, you can optionally use arguments to modify the set of targets selected. When used with @a or @e, arguments narrow down the number of targets from the full list to a specific few. When used with @p or @r, arguments narrow the number of targets down from the full list to a smaller set from which the nearest or random player is selected.

Add arguments as a comma-separated list contained within square brackets after the target selector variable:

@<variable>[<argument>=<value>,<argument>=<value>,…].

Spaces are not allowed around the equal signs or commas, and only commas may be used to separate argument-value pairs.

Selecting targets by coordinate
[x=X,y=Y,z=Z]
Selects only targets at that exact position (ignoring fractions).
Selecting targets by radius
[r=R,rm=RM]
Selects only targets within specified radius/i from the position where the command was executed. r specifies the maximum radius that targets can be from the coordinate, and rm specifies the minimum radius. It is possible to use either without the other (r to specify targets within a certain radius, and rm to specify targets further than a certain radius).
If coordinate and radius/i are both defined, the radius will center on the coordinate rather than the postion of the command's execution. By using a very distant coordinate and a very large radius, it is possible to simulate a near-linear edge to use to specify targets.
If the first few arguments (up to four) are specified simply as values without identifying the arguments, they are assumed to be, in order, x, y, z, and r. Thus, the following two commands are identical:
/gamemode creative @a[x=10,y=20,z=30,r=4]
/gamemode creative @a[10,20,30,4]
Selecting targets by game mode
[m=M]
Selects only targets with the specified game mode. Permitted value for M are:
  • -1: all game modes
  • 0: creative mode
  • 1: survival mode
  • 2: adventure mode
In the current snapshots, M may also be 3 for spectator mode.
Selecting targets by count
[c=C]
Selects only the specified number of targets. When used with @p or @r, this argument defaults to 1, so using a higher number will increase the number of nearest or random targets returned. When used with a negative value, the order of targets is reversed (for example, @p[c=-3] will return the three farthest targets). When used without position selection, targets are returned in the order of creation (for example, c=1 will select the first target created and c=-3 will select the last three targets created).
Selecting targets by experience level
[l=L]
Selects only targets with no more than L experience levels.
[lm=LM]
Selects only targets with no less than LM experience levels.
Selecting targets by score
[score_name=SCORE]
Selects only targets with a score in objective name of no more than SCORE.
[score_name_min=SCOREMIN]
Selects only targets with a score in objective name of no less than SCOREMIN.
Selecting targets by team
[team=TEAM]
Selects only targets on team TEAM.
[team=!TEAM]
Selects only targets not on team TEAM.
Selecting targets by name
[name=NAME]
Selects only targets named NAME.
[name=!NAME]
Selects only targets not named NAME.

The following target selector arguments have appeared in development versions but have not yet been released in a full version:

Selecting targets by volume
[dx=DX,dy=DY,dz=DZ]
Selects only targets within the volume defined as starting from the location where the command was executed and extending DX blocks in the positive "x" direction (i.e., south), DY blocks in the positive "y" direction (i.e., upwards), and DZ blocks in the positive "y" direction (i.e., east). All values must be positive. If an initial coordinate is specified with the x, y, and z arguments, that will be used instead of the position of the command's execution for the lower northwestern corner (dx, dy, and dz still specify distances from that coordinate; they do not specify a separate coordinate).
It is possible to combine selection by radius and selection by volume, in which case the command will only select targets within the overlap of both regions (within certain radiuses of the volume's lower northwestern corner and not outside the defined volume).
Selecting targets by vertical rotation
Vertical rotation values vary from -90.0 facing straight up to 90.0 facing straight down (thus vertical rotation values increase with rotation downwards).
[rx=RX]
Selects only targets with a maximum vertical rotation of RX.
[rxm=RXM]
Selects only targets with a minimum vertical rotation of RXM.
Selecting targets by horizontal rotation
Horizontal rotation values vary from -180.0 (facing due north), to -90.0 (facing due east), to 0.0 (facing due south), to 90.0 (facing due west), to 179.9 (just west of due north) before wrapping back to -180.0 (thus horizontal rotation values increase with rotation to the right, or clockwise viewed from above).
[ry=RY]
Selects only targets with a maximum horizontal rotation of RY.
[rym=RYM]
Selects only targets with a minimum horizontal rotation of RYM.
Selecting targets by type
Primarily only used with the @e variable (because all players are type=Player). "Entity types" are the entity IDs used to identify different types of entities internally (see chunk format).
[type=TYPE]
Selects only targets of the specific entity type.
[type=!TYPE]
Selects only targets not of the specific entity type.

[edit] Data tags

NBT tags can be specified for items and entities created with the /give, /summon and other commands. Data tags are data structures. The format is JSON, although it is not strict (lenient). The data is represented as a comma separated list of pairs. Each pair has the format <key>:<value>. The key is the name of the NBT tag and the value is the data that should be assigned to it. Tag names are case-sensitive, and whitespace outside keys or values is ignored.

The value can be different types:

  • String is a piece of text, can be wrapped with double-quotes. Double quotes have to be used if the String contains commas, curly braces or square brackets. To use double-quotes inside Strings, the quote is escaped by a backslash (\"). When using most commands, escaping is disabled (except for double quotes) and keys must not be quoted (probably a bug [1]). This causes an issue where trailing backslashes do not work (as do any other things that need to be escaped), even when escaped properly. The reason is that it escapes the quotation mark after the string which causes a malformed JSON object. Example:"My name is \"Steve\""
  • Number are 1 or more digits that can have a leading sign (+/-). They're classified in Integers, that don't have a decimal mark, Doubles, that uses a dot (.) as a decimal mark, and Floats, that also have f appended after the number. Examples: integer:-128; double:-1.2345; & float:1.2f
  • List (or 'Array') is multiple, comma separated values wrapped with square brackets. The containing values do not need to be of the same type. Example:[1,2,3]
  • Boolean can either be true or false, but using Numbers works, too. When using numbers, 0 is false, everything else is true. Example:true
  • Compound or 'Object' is a container for data structures (as explained above). They are wrapped with curly braces.
Notice: The Data tag itself is a Compound. Example: {Health:18,CustomName:"Friend"}
  • null This is a placeholder an empty value. Do not put quotes. Example:null

When commands such as /testfor, /testforblock, and /clear are used to match NBT tags, they only check for the presence of the given tags in the target entity/block/item. This means that the entity/block/item may have additional tags and will still match. This is true even for lists/arrays: the order of a list is not acknowledged, and as long as every requested element is in the list, it will match even if there are additional elements.

For a complete listing of defined tags (though not all can be modified by commands), see:

For a complete list of identifiers, see:

[edit] Raw JSON Text

The /tellraw command uses a specific lenient JSON format for raw chat messages. Similar to the NBT format notation above, concepts such as Strings, Objects (Compounds), and Lists are used to represent the various properties of raw chat.

For a direct tutorial to tellraw commands, see this thread. For a tool to easily create tellraw commands, see this. Note that both links are external to the Minecraft Wiki and may be outdated.

The format of "<raw JSON message>" is a JSON Object which supports the following (mostly optional) elements:


  • The base chat component Object

    •  text: A string representing raw text to display directly in chat. Note that selectors such as "@a" and "@p" are not translated into player names; use selector instead.

    •  extra: A list of additional objects, sharing the same format as the base object.

      • A list element with the same format as the base object (recursive). Note that all properties of this object are inherited by children except for text, extra, translate, with, and score. This means that children will retain the same formatting and events as this object unless they explicitly override them.

    •  color: The color to render this text in. Valid values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", "white", and "reset" (cancels out the effects of colors used by parent objects). Technically, "bold", "underline", "italic", "strikethrough", and "obfuscated" are also accepted, but it may be better practice to use the tags below for such formats.

    •  bold: Boolean (true/false) - whether to render text in bold. Defaults to false.

    •  underlined: Boolean (true/false) - whether to render text underlined. Defaults to false.

    •  italic: Boolean (true/false) - whether to render text in italics. Defaults to false.

    •  strikethrough: Boolean (true/false) - whether to render text with a strikethrough. Defaults to false.

    •  obfuscated: Boolean (true/false) - whether to render text obfuscated. Defaults to false.

    •  insertion: When the text is shift-clicked by a player, this string will be inserted in their chat input. It will not overwrite any existing text the player was writing.

    •  clickEvent: Allows for events to occur when the player clicks on text.

      •  action: The action to perform when clicked. Valid values are "open_url" (opens value as a URL in the player's default web browser), "run_command" (has value entered in chat as though the player typed it themselves. This can be used to run commands, but the command will fail if the player does not have the required permissions to use it), and "suggest_command" (similar to "run_command", but the text only appears in the player's chat input, and is not automatically entered. Unlike insertion, this will replace the existing contents of the chat input).

      •  value: The URL, chat, or command used by the specified action. Note that commands must be prefixed with the usual "/" slash.

    •  hoverEvent: Allows for a tooltip to be displayed when the player hovers their mouse over text.

      •  action: The type of tooltip to show. Valid values are "show_text" (shows raw JSON text), "show_item" (shows the tooltip of an item which can have NBT tags), "show_achievement" (shows formatted text describing an achievement or statistic. Normal achievement names are green, final achievement names are dark_purple, and statistic names are gray. In addition, a description is given for achievements), and "show_entity" (shows an entity's name, possibly its type, and its UUID).

      •  value: The formatting of this tag varies depending on the action. Note that "show_text" is the only action to support an Object as the value; all other action values are Strings and should thus be wrapped in quotes.
        • "show_text": Can be either a raw String of text, or an Object with the same formatting as this base object. Note that clickEvent and hoverEvent do not function within the tooltip, but the formatting and extra tags still work.
        • "show_item": A string formatted like item NBT data. Contains the "id" tag, and optionally the "Damage" tag and "tag" tag (which is the same compound used as "dataTag" in the /give command).
        • "show_achievement": The achievement or statistic's name. This uses the same format as achievement and statistic Scoreboard objective criteria and the /achievement command.
        • "show_entity": A string formatted like a compound with the string values "type" (such as "Zombie"), "name", and "id" (should be an entity UUID, but can actually be any string).

    •  translate: The translation identifier of text to be displayed using the player's selected language. This identifier is the same as the identifiers found in lang files from assets or resource packs. The translated text will only be displayed if the text string is not used.

    •  with: A list of chat component arguments and/or string arguments to be used by translate.
      • The arguments are text corresponding to the arguments used by the translation string in the current language, in order (for example, the first list element corresponds to "%1$s" in a translation string).

    •  score: A compound for displaying a player's score in an objective. Displays nothing if the player is not tracked in the given objective. Ignored completely if text or translate is present.

      •  name: The name of the player whose score should be displayed. Selectors (such as @p) can be used, in addition to "fake" player names created by the scoreboard system. In addition, if the name is "*", it will show the player's own score (for example, /tellraw @a {score:{name:"*",objective:"obj"}} will show every online player their own score in the "obj" objective). Note that non-player entity scores (such as @e[type=Cow]) do not show, even if the entity has been given a score in the objective.

      •  objective: The internal name of the objective to display the player's score in.

      •  value: Optional. If present, this value is used regardless of what the score would have been.

    •  selector: A string containing a selector (@p,@a,@r, or @e) and, optionally, selector arguments. Unlike text, the selector will be translated into the correct player/entity names. If more than one player/entity is detected by the selector, it will be displayed in a form such as 'Name1 and Name2' or 'Name1, Name2, Name3, and Name4'. Ignored completely if text, translate, or score is present.

Due to the extra tag, the above format may be recursively nested to produce very complex and functional text strings. However, a raw json string doesn't have to be complicated at all: virtually all properties are optional and may be left out.

To be valid, each object must have at least either text, translate, or score (everything else is optional). As a matter of shorthand, however, the entire Object may be substituted for a String. In this case, that string will be considered the value of the text property. For example, "This is raw text" is equivalent to {text:"This is raw text"}. This shorthand substitution is valid anywhere a raw text object is required (including the base <raw json message> argument of /tellraw, the elements of the extra list, and the value of a "show_text" hover_event).

Finally, unlike other commands using JSON, /tellraw Strings support Unicode via the notation \u####, where #### is the Unicode hexadecimal number for the desired character.

[edit] List of commands

In the listings below, command text is formatted as follows:

If you see... Then
<angle brackets> This is a required argument.
[square brackets] This is an optional argument.
italics Replace this with an appropriate value.
plain text Enter this literally, exactly as shown.
x|y Pick one of the options shown.

Available options are shown separated by vertical bars: |

ellipsis … The argument may consist of multiple words separated by spaces.

[edit] Player commands

These commands can be used in the chat window by any player who is allowed to connect to a server, and can also be used in singleplayer whether or not cheats are enabled.

Command Description Success Conditions[note 1]

help [page|command name]
? [page|command name]

Shows a list of available commands or further information to the command name. Note: the multiplayer-only commands are not listed in single-player games, even when open to LAN players.

Succeeds if page is valid or no arguments are specified. Technically fails if command name is specified, although it displays the usage of the command.

me <action …>

Sends a narrative message to the other players in the form of "* Yourname action" (e.g., "* Notch sneezes." or "* Notch exploded." ). If a multi-person target selector (e.g., @a) is used in action, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used in action, this command will only output once.

All target selectors (e.g., @p) in action must evaluate.

tell <player> <private message …>
msg <player> <private message …>
w <player> <private message …>

Used to send a private message to a player on the server. Very useful on servers if you need to ask/tell something from/to another player without other players seeing. If a multi-person target selector (e.g., @a) is used in private message, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used in private message, this command will only output once - however, a selector for player can send a message to multiple people.

All target selectors (e.g., @p) in private message must evaluate, and player must be online.

trigger <objective> <add|set> <value>

Used together with /tellraw to let players activate systems made by operators or mapmakers. The objective must be an enabled scoreboard objective of the criteria "trigger". The given value is either added to its existing value, or becomes its new value, depending on whether the second argument is add or set. The value of the objective is only changed for the player who uses the command.

The trigger command will be added in 1.8 and is currently available only in the snapshots.

objective must have the "trigger" criteria and the player who is running the command must be able to modify objective.

  1. A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a redstone comparator feeding from command block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.

[edit] Operator-only commands

These commands are usable by ops (operators) from the server console as well as through the chat window when prefixed by the command character /. The results of these commands are broadcast to other ops online.

These commands are also available in singleplayer mode with enabled cheats or for players hosting a world.

Command Description Success Conditions

achievement give <stat_name> [player]

Gives a player an achievement, and all prerequisite achievements, or increment a statistic by 1. stat_name must use achievement.achievement_name, where achievement_name is a valid achievement (see Scoreboard or Achievements for valid names), or stat.statistic_name, where statistic_name is a valid statistic (see Scoreboard for valid statistics). If player is not specified, the achievement/statistic will be given to the command's executor.

stat_name must be a valid achievement/statistic name. player is not optional in command blocks and player must be online.

blockdata <x> <y> <z> <dataTag>

Edits the data tags of the block at the location x, y, z. For more information on data tags, see the Data tags section.

The blockdata command will be added in 1.8 and is currently available only in the snapshots.

dataTag must be a valid argument at the block located at x, y, z.

clear [player] [item] [data] [maxCount] [dataTag]

Clears the inventory of player (defaults to the executing player if unspecified) of the specified item:data, with the specified dataTag. Does not remove more than maxCount items. If no optional tags are specified, the entire inventory is cleared.

The maxCount and dataTag arguments will be added in 1.8 and are currently available only in the snapshots.

At least zero item(s) must be removed, and player must be online. Can output a comparator signal if successfully cleared item(s). data can be set to -1 to clear regardless of Damage value, and maxCount can be set to -1 to clear all of the selected item.

clone <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode] [mode2]

Clones the given area. The destination is (x, y, z), where the blocks are placed going into positive coordinate values.

mode can be:

  • replace - (the default), which copies all blocks.
  • masked - which copies all non-air blocks.
  • filtered - which removes any unnecessary blocks and replaces them with air.

mode2 can be:

  • move - where it replaces the cloned blocks with air (on filtered you must include what blocks to be filtered out).
  • force - which makes the command execute even if the area being cloned overlaps with the area blocks being cloned to (on filtered you must include what blocks to be filtered out).
  • normal - (on filtered you must include what blocks to be filtered out).

The clone command will be added in 1.8 and is currently available only in the snapshots.

The area being cloned and the area where the cloned blocks are going must both be rendered, must not overlap, and must be within the 32768 block limit (including air blocks)

debug <start|stop>

Starts a new debug profiling session or stops the session currently running. It notifies about potential performance bottlenecks in the console when active and creates a profiler results file in the folder debug when stopped.

Can only stop if a session is running. Cannot be used in a command block.

defaultgamemode <mode>

Sets the default game mode that is shown on the world selection menu. New players that join the world will be put into the default game mode; i.e., if the default game mode is creative, new players will start in creative. This command cannot enable or disable Hardcore mode.

mode must be a valid game mode: survival, creative, adventure, or spectator. The game modes can be abbreviated to "s/c/a/sp" or "0/1/2/3" respectively.

difficulty <new difficulty>

Changes the difficulty for as long as the server is running. If the server is restarted, the difficulty will go back to whatever difficulty is set in server.properties.

new difficulty must be a valid difficulty: peaceful, easy, normal, or hard. The difficulties can be abbreviated to "p/e/n/h" or "0/1/2/3" respectively.

effect <player> <effect> [seconds] [amplifier] [hideParticles]

Gives the targeted player (or entity, via the @e target selector) the specified effect for the specified time (default is 30 seconds). Effects have a limit of 1,000,000 seconds, and the amplifier field has a limit of 255. Effect id's can be found on the potion effects page. Setting seconds to 0 clears this effect. If you put the amplifier to a number of a variably high value, it will not give the desired amplifier. Setting hideParticles to true hides effect particles, if value not given, defaults to false. As of 14w28a you can now use the effect name instead of the id. Example (/effect @p minecraft:haste 60 1 True) this will give the nearest player Haste II for 1 minute (60 seconds).

If clearing an effect, the player must have this effect. effect must be a valid effect. player must be online.

effect <player> clear

Clears all effects on player (or entity, via the @e target selector).

At least one effect must be removed, and player must be online.

enchant <player> <enchantment ID> [level]

Enchants the item that the player is currently holding, according to enchantment ID. Note that this works within the normal limitations of enchanting items. Enchantments can only be applied to items which can normally receive that specific enchantment. Enchantment levels can not be above the normal highest achievable for the selected enchantment. Conflicting or overpowering enchantment combinations usually prevented are also prevented with this command. As of 14w28a you can now use the enchant name instead of the id. Example (/enchant @a minecraft:infinity) this will give all players an infinity enchantment on their bow if its selected.

The enchantment ID(or name) must be valid, the level must be valid for this enchantment (unless the held item is also invalid), the held item must be able to accept this enchantment, the held item cannot have conflicting enchantments, and player must be online.

execute <entity> <x> <y> <z> <command …>

Runs command as though it were executed by entity, and as though entity were located at x, y, z. The command will be run as though the entity has operator-level permission.

The execute command will be added in 1.8 and is currently available only in the snapshots.

entity must resolve to one or more valid entities (including players, who must be online if specified by name). x and z must be within the range -30,000,000 to 30,000,000 (inclusive). command must execute successfully.

execute <entity> <x> <y> <z> detect <x2> <y2> <z2> <block> <data> <command …>

Runs command as though it were executed by entity, and as though entity were located at x, y, z. It will only run command if the specified block is located at x2, y2, z2, starting from x, y, z for relative coordinates. The command will be run as though the entity has operator-level permission.

The execute command will be added in 1.8 and is currently available only in the snapshots.

entity must resolve to one or more valid entities (including players, who must be online if specified by name). x and z must be within the range -30,000,000 to 30,000,000 (inclusive). The specified block must be found at x2, y2, z2. command must execute successfully.

fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> [dataValue] [oldBlockHandling] [dataTag]

Fills the given area with a block specified by TileName, dataValue, and dataTag. oldBlockHandling mode is either destroy, keep, hollow, or outline.

  • replace - Destroys any blocks within the target location and replaces them with "TileName", without dropping item entities.
  • destroy - Destroys any blocks within the target location, dropping them as item entities, and replacing them with "TileName".
  • keep - Only replaces air blocks found in the fill area with "TileName".
  • hollow - Wraps only the outer layer of the fill area, creating a square box of "TileName", and replacing all blocks inside of the box area with air. Containers inside of the box will drop their contents, but not their block.
  • outline - Wraps only the outer layer of the fill area, creating a square box of "TileName". (Leaves all blocks leftover inside the box area alone and doesn't destroy them)

The fill command will be added in 1.8 and is currently available only in the snapshots.

A starting point and an end point must be input followed by a block. Your feet (y-value), will be the point where blocks will begin to fill. Chunks must be loaded and can only fill within a 32768 block limit (including air blocks)

fill <x1> <y1> <z1> <x2> <y2> <z2> <TileName> <dataValue> replace [replaceTileName] [replaceDataValue]

Replaces all blocks matching replaceTileName and replaceDataValue in a given area with TileName and dataValue. If replaceTileName and replaceDataValue are not given, any block will be replaced. Note that the replace operation does not support a dataTag argument if replaceTileName is given (use above syntax instead to replace any block and have dataTag support).

The fill command will be added in 1.8 and is currently available only in the snapshots.

A starting point and an end point must be input followed by a block. Your feet (y-value), will be the point where blocks will begin to fill. Chunks must be loaded and can only fill within a 32768 block limit (including air blocks)

gamemode <mode> [player]

Changes the game mode for player. If no player is given, it will set your own gamemode.

mode must be a valid game mode: survival, creative, adventure, or spectator. The game modes can be abbreviated to "s/c/a/sp" or "0/1/2/3" respectively.

player must currently be online. player is not optional for command blocks.

gamerule <rule name>
gamerule <rule name> [value]

Sets the value of gamerule rule name. If value is not given, displays the current status of rule name.

Available predefined gamerules are:

  • commandBlockOutput - Whether command blocks should notify admins when they perform commands
  • doDaylightCycle - Whether time progresses
  • doFireTick - Whether fire should spread and naturally extinguish
  • doMobLoot - Whether mobs should drop items
  • doMobSpawning - Whether mobs should naturally spawn
  • doTileDrops - Whether blocks should have drops
  • keepInventory - Whether the player should keep items in their inventory after death
  • mobGriefing - Whether Creepers, Endermen, Ghasts, Withers and Villagers should be able to change blocks or zombies, skeletons, and Zombie Pigmen can pick up items
  • naturalRegeneration - Whether the player can regenerate health naturally if their hunger is full enough

The following predefined gamerules will be added in 1.8 and are currently available only in the snapshots:

  • logAdminCommands - Whether to log admin commands to server log
  • randomTickSpeed - How often a random tick occurs, such as plant growth, leaf decay, etc. Can be 0 to disable random updates
  • reducedDebugInfo - Whether the debug screen shows all or reduced infomation
  • sendCommandFeedback - Whether the feedback from commands executed by a player should show up in chat
  • showDeathMessages - Whether a message appears in chat when a player dies

Valid value for all predefined gamerules are true or false, except randomTickSpeed which can be any non-negative integer.

In the 1.8 snapshots, new gamerules may be defined and set (by providing a value) or queried (by not providing a value). For example, gamerule MyNewRule 10 defines a new gamerule called MyNewRule and sets its value to 10. Attempting to query a gamerule which has not yet been set will cause the command to fail.

Succeeds in all cases - even absent/invalid rule name or a property besides true or false.

give <player> <item> [amount] [data] [dataTag]

Spawns amount (defaults to 1) of the item defined by item with the specified data (defaults to 0) at the location of player, using dataTag for the "tag" NBT tag. For example typing /give John planks 30 1 {display:{Lore:["Wooden planks"]}} will give a player called John 30 blocks of Spruce Wood Planks with Lore that says "Wooden planks".

item must be a valid ID or item name, amount must be from 0 to 64, and player must be online.

kill [player|entity]

Inflicts 1000 (Heart.svg × 500) void damage to the target, killing the target instantly even if in Creative mode (a high-level Resistance effect cannot protect the player either). The text "Ouch! That looks like it hurt." will be displayed after executing. Useful when lost, stuck, or to restore health and hunger (assuming you can get your items back easily or the keepInventory gamerule is set to "true"). If player|entity is not specified, the player running the command will be killed.

The player|entity argument will be added in 1.8 and is currently available only in the snapshots.

player|entity is not optional in command blocks.

particle <name> <x> <y> <z> <xd> <yd> <zd> <speed> [count] [force] [player|entity]

Spawns particles in a given area or at a given player/entity.

force may be either normal or force.

  • normal - Default. Particles are seen 16 or less blocks away from <x> <y> <z>
  • force - Particles are seen greater than 16 blocks away from <x> <y> <z>

The particle command will be added in 1.8 and is currently available only in the snapshots.

name must be a valid particle name. x and z must be within the range -30,000,000 to 30,000,000 (inclusive). player|entity is not optional in command blocks.

playsound <sound> <player> [x] [y] [z] [volume] [pitch] [minimumVolume]

Plays the selected sound to the selected player. The value of sound is any event defined in sounds.json (for example, mob.pig.say). Note that Resource Packs may add their own events to sounds.json; the command will successfully play these. File names are not used by this command; it strictly uses the events defined in sounds.json (which may not even be similar to the original file names and paths), and thus a resource pack adding new sound files must define events for them (this is not necessary when replacing old sounds which are already in defined events). If an event contains multiple sounds, this command will select randomly between them (chances are modified by each sound's "weight" property), just as the game normally would. For example, "mob.pig.say" will play one of several pig sounds at random, because the event has multiple sounds associated with it.

The coordinates x, y, and z are the coordinates to play the sound from. If prefixed with "~", they will be relative to the player's current location. Note that "~" is shorthand for "~0", and thus "~ ~ ~" can be used as a substitute for the player's current location.

The volume argument controls the distance from which a sound may be heard. At values less than 1.0, the sound will be quieter and have a smaller sphere within which it may be heard. At values greater than 1.0, the sound will not actually grow louder, but its audible range (a 16-block radius at 1.0) will be multiplied by volume. There will always be a gradual falloff to silence based on distance from the center of the sphere.

The minimumVolume argument controls the volume of the sound for players outside its normal audible sphere. If the player is outside the normal sphere, the sound will instead be centered some short distance (<4 blocks) from the player, and minimumVolume will determine its volume.

The pitch argument alters both the pitch and the duration of the sound (which means that it's actually changing its speed).

player must be online, volume must be at least 0.0, pitch must be between 0.0 and 2.0 (inclusive), minimumVolume must be between 0.0 and 1.0 (inclusive), and the player must be able to hear the sound from where it is played.

publish

Opens your single-player game for LAN friends to join. This command appears in the singleplayer cheats.

Cannot be used in a command block.

replaceitem block <x> <y> <z> <slot> <item> [amount] [data] [dataTag]

Replaces an item in a certain slot of a container block with another item.

The slot argument must be slot.container.* (where * is replaced with a number for the correct inventory slot).

The replaceitem command will be added in 1.8 and is currently available only in the snapshots.

The block must be a container block and the slot and item arguments must be correct.

replaceitem entity <selector> <slot> <item> [amount] [data] [dataTag]

Replaces an item in a certain slot of an entity (player or mob) with another item.

The slot argument must be one of (where * is replaced with a number for the correct inventory slot):

  • slot.armor.feet|legs|chest|head
  • slot.enderchest.*
  • slot.horse.armor|chest.*|saddle
  • slot.hotbar.*
  • slot.inventory.*
  • slot.villager.*
  • slot.weapon

slot.equipment.* is not currently a valid argument, but mob equipment can be replaced with slot.armor.* or slot.weapon (listed above).

The replaceitem command will be added in 1.8 and is currently available only in the snapshots.

The player must be online and the slot and item arguments must be correct.

say <message …>

Broadcasts message to all players on the server. If a multi-person target selector (e.g., @a) is used, the list of names is formatted as "name1, name2, and name3", or "name1 and name2" for two names. Therefore, regardless of any target selectors which are used, this command will only output once.

All target selectors (e.g., @p) in the message must evaluate.

scoreboard <objectives|players|teams>

See Scoreboard for more information. Scoreboard-specific commands.

Main Article

seed

Displays the seed. This command can always be used in single-player mode, regardless of whether cheats are enabled or not.

Always succeeds (if user is a command block, player in singleplayer, or server op).

setblock <x> <y> <z> <TileName> [dataValue] [oldBlockHandling] [dataTag]

Places the block in the x, y and z coordinates specified.

TileName must exist, dataValue must exist if specified, oldBlockHandling must be either replace, keep or destroy if specified and dataTag must evaluate if specified.

setworldspawn
setworldspawn <x> <y> <z>

Sets the world's spawn to the specified coordinates. The worldspawn is where you first spawn and where you respawn if you die and your bed is missing or obstructed. If no coordinates are specified, the world spawn will be set to the executor's current location. Note that a 10 chunk (160 block) radius around the worldspawn is kept loaded at all times. However this only applies if the chunks are already loaded when it is set. Setting it to a place where no player is will NOT cause the area to load. Also compasses (which in minecraft point to the worldspawn rather than north) will not update to the change until you reload the world.

x, y, and z must be within the range -30,000,000 to 30,000,000 (inclusive). x, y, and z are not optional in command blocks.

spawnpoint
spawnpoint <player>
spawnpoint <player> <x> <y> <z>

Sets the spawnpoint of that player to that position, or to the current position if x y and z are not specified. player is optional if x y z are not specified; will set the spawnpoint of the user to their current location. NOTE: Spawnpoint coordinates must be specified in integers. No decimals.

Sleeping in a bed will also set a spawn point where the bed is, but you can only sleep in beds at night or when there is a thunderstorm.

player must be online, and x, y, and z must be within the range -30,000,000 to 30,000,000 (inclusive).

spreadplayers <x> <z> <spreadDistance> <maxRange> <respectTeams> <player …>

This command allows players to spread out over a long or short distance.

x and z mark the center of the area across which players are to be spread.

spreadDistance is the rough minimum distance players will be spread apart.

maxRange is the maximum distance from x, z where players will be put. Note that this distance is not a circular radius; it represents the maximum distance on either coordinate (thus forming a box ranging from x-maxRange to x+maxRange and z-maxRange to z+maxRange).

respectTeams may be true or false, and represents whether players should be moved individually or teams should be kept together.

player is the list of players to spread. Names are separated by spaces.

x and z must be within the range -30,000,000 to 30,000,000 (exclusive), spreadDistance must be at least 0, maxRange must be at least 1.0 greater than spreadDistance, and there must not be too many players to fit within the area. If maxRange is larger than 30,000,000, the command can fail with even one player if it attempts to place them outside the world boundary). Players do not spread to lava.

stats block [x] [y] [z] clear <stat>

Clears the specified stat of a block. stat must be one of the following:

  • SuccessCount
  • AffectedBlocks
  • AffectedEntities
  • AffectedItems
  • QueryResult

The stats command will be added in 1.8 and is currently available only in the snapshots.

Unknown

stats block [x] [y] [z] set <stat> <selector> <objective>

Sets a stat of a specified block to update objective of entity selector. stat must be one of the following:

  • SuccessCount
  • AffectedBlocks
  • AffectedEntities
  • AffectedItems
  • QueryResult

The stats command will be added in 1.8 and is currently available only in the snapshots.

Unknown

stats entity <selector> clear <stat>

Clears the specified stat of entity selector. stat must be one of the following:

  • SuccessCount
  • AffectedBlocks
  • AffectedEntities
  • AffectedItems
  • QueryResult

The stats command will be added in 1.8 and is currently available only in the snapshots.

Unknown

stats entity <selector1> set <stat> <selector2> <objective>

Sets a stat of entity selector1 to update objective of entity selector2. stat must be one of the following:

  • SuccessCount
  • AffectedBlocks
  • AffectedEntities
  • AffectedItems
  • QueryResult

The stats command will be added in 1.8 and is currently available only in the snapshots.

Unknown

summon <EntityName> [x] [y] [z] [dataTag]

Spawns an entity. For example, to create a charged creeper named Powered Creeper at the player's current location: /summon Creeper ~ ~ ~ {powered:1,CustomName:Powered Creeper}.

EntityName may be LightningBolt to spawn a lightning bolt. The option to summon a lightning bolt will be added in 1.8 and is currently available only in the snapshots.

x and z must fall within the range -30,000,000 to 30,000,000 (inclusive), and y must be at least 0. If coordinates aren't specified the entity will spawn at the player's location (or inside a command block if the command was executed by one).

tellraw <player> <raw json message>

Sends a JSON message to specified player(s), allowing formatting and clickable actions in chat text. Color defaults to white and all formatting (bold, italic, etc.) defaults to false.

player must be online, and the message text must be correctly coded in JSON.

testfor <player> [dataTag]

Used to test whether the given player (or entity, by the @e target selector) could be located, and whether it has all tags specified by dataTag. A redstone comparator as output from a command block with this command will indicate the number of players/entities matched by it. For example, "testfor @a[r=3]" will output the number of players within 3 meters of the command block, and added in snapshot 14w02a, "testfor @e[type=Arrow,r=3] {inGround:1b}" will output the number of arrows stuck in a block within 3 meters.

player and dataTag must be valid and match some entity if specified.

testforblock <x> <y> <z> <TileName> [dataValue] [dataTag]

Used to test whether a particular block is in the x, y and z coordinates specified. Datatags will not work unless a special syntax is used to specify what type of NBT tag is used (s for Short, b for Byte, l for Long, f for Float and d for Double). Also all relevant tags must be included even if they are unused (e.g.: Chest contents must include Slot, id, Damage, and Count.)

TileName must exist, dataValue must exist if specified, and dataTag must evaluate if specified.

testforblocks <x1> <y1> <z1> <x2> <y2> <z2> <x> <y> <z> [mode]

Compares the blocks at two locations in cuboid regions. (x1, y1, z1) and (x2, y2, z2) specifies the lowest and highest coordinate corners of the source region (the block pattern to check for), and (x, y, z) specifies the lowest coordinate corner of the destination region (the region to be checked).

mode is masked (air blocks in the source region will match any block in the destination region) or all (all blocks must match exactly, even air).

The testforblocks command will be added in 1.8 and is currently available only in the snapshots.

x1, z1, x2, z2, x, and z must fall within the range -29,999,984 to 29,999,984 (inclusive). y must be 0 to 189, and y2 must be 0 to 187.

time add <value>

Increments the world time; see time set below for value details.

value must be 0 or positive. The daytime wraps, and the moon's phase advances; adding 24000 will advance the moon's phase by one day.

time query <value>

Returns the current time in the chat.

value must be daytime (returns the time of the current day, up to 24000) or gametime (returns the time of the world).

n/a

time set <value>

Sets the world time. value where each 24000 is equal to 1 day. 0 is dawn on day zero, 6000 midday on day zero, 12000 dusk on day zero and 18000 midnight on day zero. value can be greater than 24000; in this case, the time of day wraps around, but the moon's phase is advanced. However, setting the time "backward" (earlier than the current time) does not change the moon. "time set day" sets the time to 1000, and "time set night" sets the time to 13000.

value must be 0 or positive, or day or night. Using day or night rewinds time back to day zero.

title <player> clear

Removes title from player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> reset

Resets subtitle, fadeIn time, stay time, and fadeOut time for player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> subtitle <raw json title>

Sets the subtitle text for player. This is only displayed if a title is on the player's screen at the same time (can be empty).

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player. raw json title must be a single word of text (not delimited by curly brackets) or a valid json specification.

title <player> times <fadeIn> <stay> <fadeOut>

Sets the time in game ticks for title (and optional subtitle) to fade in, persist, and fade out, for player.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player.

title <player> title <raw json title>

Sets the title text for player and shows the title (optionally, with prespecified subtitle). Titles are displayed in the middle of your screen.

The title command will be added in 1.8 and is currently available only in the snapshots.

player must be a valid online player. raw json title must be a single word of text (not delimited by curly brackets) or a valid json specification.

toggledownfall

Toggles rain and snow.

Always succeeds.

tp [target player] <destination player>

Teleports target player (or entity, by the @e target selector) to the location of destination player (or entity, by the @e target selector). If no player/entity is specified, it will teleport yourself.

target player is not optional in command blocks. Both players must be online.

tp [target player] <x> <y> <z> [<y-rot> <x-rot>]

Teleports target player (or entity, by the @e target selector – or yourself if no player/entity is specified) to coordinates x,y,z. Can also relatively move the player/entity by adding the ~ character before the coordinate value. For example typing /tp John ~3 64 ~3 will teleport a player called John 3 blocks away from his current x and z, and to y 64. Additionally, y-rot and x-rot may optionally be used to specify the yaw and pitch in degrees - these also accept ~.

The rotation arguments will be added in 1.8 and are currently available only in the snapshots.

x and z must fall within the range -30,000,000 to 30,000,000 (exclusive), and y must be at least 0. target player is not optional in command blocks, and the player must be online.

weather <clear|rain|thunder> [duration in seconds]

Changes the weather for the specified duration.

duration in seconds must be at least 1, and cannot be greater than 1,000,000, and a valid weather condition must be provided.

worldborder add <sizeInBlocks> [timeInSeconds]

Adds blocks to the current size of the world border. Can use negative (-) numbers to subtract the size of the border.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

Always succeeds even if the worldborder isn't set.

worldborder center <x> <z>

Sets the center of the world border.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

x and z must fall within the range -30,000,000 to 30,000,000 (exclusive).

worldborder damage amount <damagePerBlock>

Sets the amount of damage inflicted per second per block past the world border buffer (defaults to 0.2). For example, if damagePerBlock is 0.1, a player 5 blocks outside the world border buffer will take 0.5 damage per second (damage less than half a heart might not change the visual health display, but will still accumulate).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

damagePerBlock must be at least 0.0.

worldborder damage buffer <sizeInBlocks>

Sets the buffer distance outside the world border before damage begins to be inflicted (defaults to 5.0).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

sizeInBlocks must be at least 0.0.

worldborder get

Returns the current diameter of the world border.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

Always succeeds.

worldborder set <sizeInBlocks> [timeInSeconds]

Sets the diameter of the world border. sizeInBlocks is the new diameter. timeInSeconds is the number of seconds it should take for the border to move from its previous location to the new location. If timeInSeconds is not specified, the diameter changes immediately.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

sizeInBlocks must fall within the range 1 to 60,000,000 (inclusive).

worldborder warning distance <blocks>

Sets the distance inside the world border where visual warning of world border proximity begins (defaults to 5).

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

blocks must be at least 0.

worldborder warning time <seconds>

Sets the time before a moving world border intersects the player when visual warning of the world border starts (defaults to 15). For example, if seconds is 5, players will get a visual warning when the moving world border is 5 seconds or less away from passing their position.

The worldborder command will be added in 1.8 and is currently available only in the snapshots.

seconds must be at least 0.

xp <amount> [player]

Gives the specified user the given number of orbs. Maximum is 2,147,483,647 per command. Negative amounts may not be used to remove experience points.

amount can be at most 2,147,483,647. player is not optional in command blocks, and player must be online.

xp <amount>L [player]

Gives player the amount number of experience levels. Maximum is 2,147,483,647 — if a player is given levels pushing them past this limit, they get reset to 0. Negative amounts may be used to remove experience levels.

amount must be between -2,147,483,648 and 2,147,483,647, inclusive. player is not optional in command blocks, and player must be online.

[edit] Multiplayer-only commands

These commands are only available in multiplayer mode, and are usable by ops (operators) from the server console as well as through the chat window when prefixed by the command character /.

None of these commands make use of target selectors and, with the exception of the list command, none of these commands can be executed by a command block.

Many of these commands can be used on players who have never been to the server, or even on names which are not (or cannot be) registered as Minecraft accounts.

Command Description Success Conditions
ban <name> [reason …] Blacklists the player name from the server so that they can no longer connect. Note: Bans supersede any whitelisting in place. Always succeeds.
ban-ip <address|name> [reason …] Blacklists an IP address so that all subsequent connections from it are rejected. address must be a valid IP or player name must be online.
banlist [ips|players] Displays banned IP addresses or banned players. Always succeeds.
deop <player> Revokes a player's operator status. Always succeeds.
kick <player> [reason …] Forcibly disconnects player from the server, displaying an optional reason to them. player must be online.
list Shows the names of all currently-connected players (the same can be achieved when pressing tab) Always succeeds, even in a command block.
op <player> Grants player operator status on the server. Always succeeds.
pardon <name> Removes player name from the blacklist, allowing them to connect again. Always succeeds.
pardon-ip <address> Removes IP address from the IP blacklist, allowing players from that IP address to connect to the server. address must be a valid IP.
save-all Forces the server to write all pending changes to the world and player data to disk. Always succeeds.
save-off Disables the server writing to the world files. All changes will temporarily be queued. Always succeeds.
save-on Enables the server writing to the world files. This is the default behavior. Always succeeds.
setidletimeout <Minutes until kick> Set the idle kick timer. Any players idle for Minutes until kick will be kicked. Always succeeds.
stop Saves all changes to disk, then shuts down the server. Always succeeds.
whitelist <add|remove> <player> Adds or removes player from the whitelist. Always succeeds.
whitelist list Displays all players in the whitelist. Always succeeds.
whitelist <on|off> Enables/disables the server's use of a whitelist. Note: Server ops will always be able to connect when the whitelist is active, even if their names do not appear in the whitelist. Always succeeds.
whitelist reload Reloads the list of playernames in white-list.txt (1.7.5 or earlier) or whitelist.json (1.7.6 or later) from disk (used when white-list.txt or whitelist.json has been modified outside of Minecraft). Always succeeds.

[edit] Video

[edit] History

Classic
0.0.15a_03 Added /ban, /ban-ip, /banlist, /broadcast, /deop, /kick, /list, /op, /pardon, /pardon-ip, /save-all, /save-on, /save-off, /stop, and /whitelist.
0.0.16a_01 Changed /broadcast to /say.
0.0.17a Added /setspawn.
0.0.20 Added /solid.
Official release
1.3.1 12w16a Added cheats mode and /gamemode, /give, /kill, /time, /toggledownfall, and /xp.
12w21a Added /seed.
12w22a Added /defaultgamemode.
12w24a Added /publish.
12w25a Cheats can now be turned on or off when opening a world to other players through LAN.
12w27a Added /debug.
1.4.2 12w32a Added /difficulty, /gamerule, /spawnpoint, and /weather.
Added target selectors.
12w37a Added /clear.
12w38a /clear can now be used to remove specific blocks/items.
12w41a The limit for /xp is now 2,147,483,647 instead of 5,000.
1.4.4 1.4.4pre Added /enchant.
1.5 13w03a Added /testfor.
13w04a Added /scoreboard.
13w09b Added /effect.
1.6 13w23a Added /spreadplayers.
Added gamerule naturalRegeneration.
13w24a Added gamerule doDaylightCycle.
1.6pre Added clear argument to /effect.
1.6.1pre Added /playsound.
1.7.2 13w36a Added /summon.
Added dataTag argument to /give.
13w37a Added /setblock, /tellraw, and /testforblock.
13w38a Added /setidletimeout.
13w43a Added /setworldspawn.
Upcoming
1.8 14w02a Added /blockdata.
Added @e selector.
Added optional player/entity argument to /kill.
Added additional arguments to /clear and /testfor.
/testfor is no longer exclusive to command blocks.
Added insertion tag to /tellraw.
14w03a Added rotation arguments to /tp.
Added dx, dy, and dz to selector arguments.
Added /clone and /fill.
Added gamerule logAdminCommands.
14w04a Added /particle.
14w05a Added spectator to /gamemode and /defaultgamemode.
14w06a Added hideParticles argument to /effect.
Added /trigger.
14w07a Added /execute and /testforblocks.
/testfor can now test for partial NBT tag matches.
14w08a Commands run using /execute now pass their success value back to the command block running them.
14w10a Added gamerule showDeathMessages.
Added the force option to /clone.
14w17a Added /worldborder.
Added gamerule randomTickSpeed.
14w19a Added /worldborder damage and /worldborder warning.
14w20a Added /title.
Added selector argument to /tellraw.
Added the move option to /clone.
14w26a Added /worldborder add.
Added /replaceitem.
Added gamerule sendCommandFeedback
14w28a Added /stats.
14w29a Added /worldborder get.
Added force argument to /particle.
Added /time query.
Added the ability to create dummy gamerules.
Added QueryResults to /stats.
14w30a /summon can now spawn lightning.

[edit] Issues

Issues relating to "Commands" are maintained on the issue tracker. Report issues there.

[edit] See also